I'm getting a few lockups with LWJGL - is anyone else noticing these or have I got driver problems?

A small test application I've got seems at the moment to lockup whenever the window loses focus, but only if I'm making glBitmap calls. If I remove them I can ALT+TAB to my hearts desire. When I add them back, it locks on the first switch. I've repeated this process many times now.

(I started writing this post about *random* lockups, and was testing things while writing it. I now believe that background applications were "randomly" taking control away from my LWJGL window, causing the lockup. TBC.)

Okay, confirmed. I just wrote a bare-bones app that did nothing but change the clear colour and scrolled a bitmap across the screen. With the glBitmap call commented out it works fine, with it in it locks the first time you ALT+TAB and doesn't recover.

LWJGL just pushes the data stright to the driver for this call, so I guess it's a driver problem. Arse.

Unfortunately it's a laptop. I'm very happy with this machine (Toshiba Satellite 2800-400), but I do have a few complaints:

1. WinME sucks2. It only has an 8MB graphics system3. The battery monitoring app misbehaves - when it says 41% remaining you actually have 1% remaining...4. Toshiba's driver support is pretty dire5. WinME sucks6. The modem is a Lucent WinModem7. You can direct video out to a TV, but it disables that function if you try to play a DVD! 8. WinME sucks9. S3's OpenGL support is IMHO pretty dire

My desktop currently has a 32MB GeForce256 in it, but I'm going to buy a whole new machine as soon as Doom3 comes out.

So I'm rather living in the stone age. Well, three years ago or so anyway...

Get an iBook. GeForce2Go, really nice hardware, good looking interface, great keyboard, and starting at only $999 to boot! If and when I get a laptop, those are what I've got my eye on. And LWJGL will work, even if I have to port it myself!

Naa, I'm staying with Intel/AMD for now. I don't personally see that much of a benefit for me with going to Apple. WinME is really a stopgap on this machine, as Linux hardware support for (Aargh!) my S3 chip is still a bit flakey by all accounts.

TBH, I had less problems with my S3 Savage 4 than my current gForce4 Ti4200 once S3 fixed the drivers (which were about 15% of the gForce driver's size so a lot easier on my dial-up connection).Especially openGL worked great on it and faster than a gforce2 MX.

That's what you think. The first thing programmers do when they get a Mac, is to go out and buy a two button mouse. IIRC, Apple makes some, but you can use a Microsoft or other brand mouse if you like. Trust me, it's not a show stopper.

Well the one button mouse only really sucks if you are used to a scroll button. But don't fear all of the other mouse clicks are emulated... cmd+mouseclick for the right button... ahh the days on end of Warcraft and Starcraft... The other buttons are modified with the option and control keys... which Java does on the mac implementation... it is just a question how it is set up on the hardware.. but I'm sure gregory can add it to the mac implementation of the lwjgl mouse code.

edit: Shit! I forgot they've only got one button! What default keys should I use for the Mac? Button = shoot or button = move? And which key would be the other control?

*Chuckle*. IIRC, I tried to remind you in a previous thread. It seems to have gotten lost in the noise. My suggestion is, if and when you add keyboard control, make fire the default for Macs and they'll use the keyboard to navigate. (You'll need a menu option to switch config for those who do have two buttons tho)

Well, when the Mac input libraries are written I'm sure the right decision will be made on whether to emulate multiple buttons at that point or leave it to the application to notice only one button available and work around it. I have faith!

It is a tad annoying though - just shows you should develop for the lowest common denominator and not presume two mouse buttons, or a 32-bit display, or whatever.

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